#pragma once
+/*
+ * Wilderness terrains
+ */
+#define TERRAIN_EDGE 0 /* Edge of the World */
+#define TERRAIN_TOWN 1 /* Town */
+#define TERRAIN_DEEP_WATER 2 /* Deep water */
+#define TERRAIN_SHALLOW_WATER 3 /* Shallow water */
+#define TERRAIN_SWAMP 4 /* Swamp */
+#define TERRAIN_DIRT 5 /* Dirt */
+#define TERRAIN_GRASS 6 /* Grass */
+#define TERRAIN_TREES 7 /* Trees */
+#define TERRAIN_DESERT 8 /* Desert */
+#define TERRAIN_SHALLOW_LAVA 9 /* Shallow lava */
+#define TERRAIN_DEEP_LAVA 10 /* Deep lava */
+#define TERRAIN_MOUNTAIN 11 /* Mountain */
+
+#define MAX_WILDERNESS 12 /* Maximum wilderness index */
+
+
/* wild.c */
extern void set_floor_and_wall(DUNGEON_IDX type);
extern void wilderness_gen(void);